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BreakoutEngine/BreakoutEngine.cpp
- Committer:
- jamesheavey
- Date:
- 2019-05-07
- Revision:
- 99:d8f1570faa05
- Parent:
- 94:8fa117200f6b
- Child:
- 105:4e7585d8e5e2
File content as of revision 99:d8f1570faa05:
#include "BreakoutEngine.h"
BreakoutEngine::BreakoutEngine()
{
}
BreakoutEngine::~BreakoutEngine()
{
}
void BreakoutEngine::init(int paddle_width,int paddle_height,int ball_size,int speed)
{
// initialise the game parameters
_paddle_width = paddle_width;
_paddle_height = paddle_height;
_ball_size = ball_size; // size of the ball
_speed = speed; // speed of the ball
_number_left = 18; // number of bricks that remain on screen
_index = 0; // index of which laser to move on screen at any time, starts at 0
_cool_time = 0.0f; // time remaining before laser can be fired again, starts at 0
_score = 0; // initialised as 0
_prev_score = 0; // initialised as 0 for the first round
_multiplier = 1; // initialised as 1 for the first round
// y position of the paddle on screen - HEIGHT is defined in N5110.h
_paddley = HEIGHT - GAP - 1;
// initialises paddles and ball in middle
_paddle.init(_paddley,_paddle_height,_paddle_width);
_ball.init(_ball_size,_speed,_paddle.get_pos().x + (PADDLE_WIDTH/2));
// initialises all the bricks in their set x/y positions
_brick11.init(3,GAP_TOP+1,3);
_brick12.init(16,GAP_TOP+1,3);
_brick13.init(29,GAP_TOP+1,3);
_brick14.init(42,GAP_TOP+1,3);
_brick15.init(55,GAP_TOP+1,3);
_brick16.init(68,GAP_TOP+1,3);
_brick21.init(3,GAP_TOP+BRICK_HEIGHT+2,2);
_brick22.init(16,GAP_TOP+BRICK_HEIGHT+2,2);
_brick23.init(29,GAP_TOP+BRICK_HEIGHT+2,2);
_brick24.init(42,GAP_TOP+BRICK_HEIGHT+2,2);
_brick25.init(55,GAP_TOP+BRICK_HEIGHT+2,2);
_brick26.init(68,GAP_TOP+BRICK_HEIGHT+2,2);
_brick31.init(3,GAP_TOP+1+((BRICK_HEIGHT+1)*2),1);
_brick32.init(16,GAP_TOP+1+((BRICK_HEIGHT+1)*2),1);
_brick33.init(29,GAP_TOP+1+((BRICK_HEIGHT+1)*2),1);
_brick34.init(42,GAP_TOP+1+((BRICK_HEIGHT+1)*2),1);
_brick35.init(55,GAP_TOP+1+((BRICK_HEIGHT+1)*2),1);
_brick36.init(68,GAP_TOP+1+((BRICK_HEIGHT+1)*2),1);
// appends all bricks to a list so that they are easier to check for collisions
listofBricks.push_back(_brick11);
listofBricks.push_back(_brick12);
listofBricks.push_back(_brick13);
listofBricks.push_back(_brick14);
listofBricks.push_back(_brick15);
listofBricks.push_back(_brick16);
listofBricks.push_back(_brick21);
listofBricks.push_back(_brick22);
listofBricks.push_back(_brick23);
listofBricks.push_back(_brick24);
listofBricks.push_back(_brick25);
listofBricks.push_back(_brick26);
listofBricks.push_back(_brick31);
listofBricks.push_back(_brick32);
listofBricks.push_back(_brick33);
listofBricks.push_back(_brick34);
listofBricks.push_back(_brick35);
listofBricks.push_back(_brick36);
// initialises lasers off screen
_laser1.init();
_laser2.init();
_laser3.init();
// appends lasers to a list so that they are easier to check for collisions
listofLasers.push_back(_laser1);
listofLasers.push_back(_laser2);
listofLasers.push_back(_laser3);
}
void BreakoutEngine::reset_game() // resets the game after victory screen
{
reset_num_left(); // resets _number_left to 18
_paddle.recentre(); // recentres the paddle on screen
_ball.init(_ball_size,_speed + _multiplier/2, _paddle.get_pos().x + (PADDLE_WIDTH/2)); // resets the ball position to above the paddle, and increases its speed depending on the _multiplier
int pointer = 0; // tracks the rows, if 6 bricks are placed, it moves to the next row
for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R) {
if (pointer <= 5) { // 6 bricks in the first row
it_R -> set_posx((pointer * 13) + 3);
} else if (pointer <= 11) {
it_R -> set_posx(((pointer-6) * 13) + 3); // pointer - 6 to offset it back to the first column of bricks
} else if (pointer <= 17) {
it_R -> set_posx(((pointer-12) * 13) + 3); // pointer - 12 to offset it back to the first column of bricks
}
it_R -> reset_lives(_multiplier); // increases the bricks number of lives by the multiplier + their _base_lives
pointer ++; // increment the pointer
}
for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L) {
it_L -> set_posx(-10); // moves all the lasers off screen
}
}
void BreakoutEngine::read_input(Gamepad &pad, bool tilt, float sens)
{
_d = pad.get_direction();
_mag = pad.get_mag();
if (tilt == true) {
_paddle.set_tilt();
} else {
_paddle.set_joy();
}
_paddle.set_sens(sens);
if (pad.check_event(Gamepad::B_PRESSED) && _cool_time <= 0) { // max of 3 lasers on screen at once
Vector2D p_pos = _paddle.get_pos();
it_L = listofLasers.begin();
switch(_index) {
case 0:
advance(it_L, 0);
it_L -> set_posx(p_pos.x+7);
it_L -> set_posy(p_pos.y);
inc_index();
break;
case 1:
advance(it_L, 1);
it_L -> set_posx(p_pos.x+7);
it_L -> set_posy(p_pos.y);
inc_index();
break;
case 2:
advance(it_L, 2);
it_L -> set_posx(p_pos.x+7);
it_L -> set_posy(p_pos.y);
reset_index();
break;
}
it_L = listofLasers.end();
_cool_time = 0.75f;
} else {
_cool_time -= 0.125; // 1/8 as fps is 8
}
}
void BreakoutEngine::draw(N5110 &lcd)
{
// draw the elements in the LCD buffer
// pitch
lcd.drawRect(0,GAP_TOP - 2,WIDTH,HEIGHT - GAP_TOP + 2,FILL_TRANSPARENT);
//score
print_scores(lcd);
// paddles
_paddle.draw(lcd);
// ball
_ball.draw(lcd);
//print_scores(lcd);
for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R) {
it_R->draw(lcd);
}
for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L) {
it_L->draw(lcd);
}
}
void BreakoutEngine::update(Gamepad &pad)
{
check_loss(pad);
// important to update paddles and ball before checking collisions so can
// correct for it before updating the display
_paddle.update(_d,_mag);
_ball.update();
for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L) {
it_L->update();
}
lives_leds(pad);
check_wall_collisions(pad);
check_paddle_collisions(pad);
check_brick_collisions(pad);
check_laser_collisions(pad);
}
void BreakoutEngine::lives_leds(Gamepad &pad)
{
if (_paddle.get_lives() == 0) {
pad.leds_off();
}
else if (_paddle.get_lives() == 1) {
//turn leftmost led on
pad.leds_off();
pad.led(1,1);
}
else if (_paddle.get_lives() == 2) {
//turn leftmost led on
pad.leds_off();
pad.led(1,1);
pad.led(2,1);
}
else if (_paddle.get_lives() == 3) {
//turn leftmost led on
pad.leds_off();
pad.led(1,1);
pad.led(2,1);
pad.led(3,1);
}
else if (_paddle.get_lives() == 4) {
pad.leds_on();
pad.led(5,0);
pad.led(6,0);
}
else if (_paddle.get_lives() == 5) {
pad.leds_on();
pad.led(6,0);
}
else if (_paddle.get_lives() == 6) {
pad.leds_on();
}
}
void BreakoutEngine::check_wall_collisions(Gamepad &pad)
{
// read current ball attributes
Vector2D ball_pos = _ball.get_pos();
Vector2D ball_velocity = _ball.get_velocity();
if (ball_pos.y <= GAP_TOP - 1) { // 1 due to 1 pixel boundary
ball_pos.y = GAP_TOP - 1; // bounce off ceiling without going off screen
ball_velocity.y = -ball_velocity.y;
// audio feedback
pad.tone(750.0,0.1);
}
else if (ball_pos.x <= 1) { // 1 due to 1 pixel boundary
ball_pos.x = 1; // bounce off ceiling without going off screen
ball_velocity.x = -ball_velocity.x;
// audio feedback
pad.tone(750.0,0.1);
}
// check if hit bottom wall
else if (ball_pos.x + _ball_size >= (WIDTH-1) ) { // bottom pixel is 47
// hit bottom
ball_pos.x = (WIDTH-1) - _ball_size; // stops ball going off screen
ball_velocity.x = -ball_velocity.x;
// audio feedback
pad.tone(750.0,0.1);
}
// update ball parameters
_ball.set_velocity(ball_velocity);
_ball.set_pos(ball_pos);
for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L) {
if (
(it_L -> get_y() <= GAP_TOP - 2)
) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
// if it has, fix position and reflect x velocity
it_L -> set_posx(-10);
}
}
}
void BreakoutEngine::check_paddle_collisions(Gamepad &pad)
{
// read current ball attributes
Vector2D ball_pos = _ball.get_pos();
Vector2D ball_velocity = _ball.get_velocity();
// check paddle first
Vector2D paddle_pos = _paddle.get_pos();
// see if ball has hit the paddle by checking for overlaps
if (
(ball_pos.x >= paddle_pos.x) && //left
(ball_pos.x <= paddle_pos.x + _paddle_width) && //right
(ball_pos.y >= _paddley) && //bottom
(ball_pos.y <= _paddley + _paddle_height) //top
) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
// if it has, fix position and reflect x velocity
pad.tone(1000.0,0.1);
ball_pos.y = _paddley + _paddle_height - 1;
ball_velocity.y = -ball_velocity.y;
// if (ball_pos.x == paddle_pos.x + PADDLE_WIDTH/2) { // check ballxpos in relation to paddle xpos. translate the distance from the centre to an angle between 30 and 60 degrees in that direction
// ball_pos.y = _paddley + _paddle_height - 1;
// ball_velocity.y = -ball_velocity.y;
// }
// else if (ball_pos.x <= paddle_pos.x + PADDLE_WIDTH/2) {
// float ang = 40*(((paddle_pos.x + PADDLE_WIDTH/2)-ball_pos.x)/(PADDLE_WIDTH/2 - paddle_pos.x)) + 30; //converts the distance from the centre to an angle between 30 and 60
// if (ball_velocity.x > 0) {
// ball_velocity.x = -ball_velocity.x;
// }
// ball_pos.y = _paddley + _paddle_heigh - 1;
// ball_velocity.y = -tan(ang);
// }
// else if (ball_pos.x >= paddle_pos.x + PADDLE_WIDTH/2) {
// float ang = 40*(((paddle_pos.x + PADDLE_WIDTH/2)-ball_pos.x)/(PADDLE_WIDTH/2 - paddle_pos.x)) + 30; //converts the distance from the centre to an angle between 30 and 60
// if (ball_velocity.x < 0) {
// ball_velocity.x = -ball_velocity.x;
// }
// ball_pos.y = _paddley + _paddle_height - 1;
// ball_velocity.y = -tan(ang);
// }
}
// write new attributes
_ball.set_velocity(ball_velocity);
_ball.set_pos(ball_pos);
}
void BreakoutEngine::check_brick_collisions(Gamepad &pad)
{
// read current ball attributes
Vector2D ball_pos = _ball.get_pos();
Vector2D ball_velocity = _ball.get_velocity();
for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R) {
if (
(ball_pos.x >= it_R -> get_x()) && //left
(ball_pos.x <= it_R -> get_x() + BRICK_WIDTH) && //right
(ball_pos.y >= it_R -> get_y()) && //bottom
(ball_pos.y <= it_R -> get_y() + BRICK_HEIGHT) //top
) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
// if it has, fix position and reflect x velocity
if (ball_velocity.y < 0) {
ball_pos.y = it_R -> get_y() + BRICK_HEIGHT;
} else {
ball_pos.y = it_R -> get_y();
}
ball_velocity.y = -ball_velocity.y;
// audio feedback
pad.tone(1000.0,0.1);
it_R -> hit();
//delete _brick11;
if(it_R-> hit() == true) {
it_R -> set_posx(-100);
dec_num_left();
}
}
}
// write new attributes
_ball.set_velocity(ball_velocity);
_ball.set_pos(ball_pos);
}
void BreakoutEngine::check_laser_collisions(Gamepad &pad)
{
// read current ball attributes
// check paddle first
for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L) {
for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R) {
if (
(it_L -> get_x() >= it_R -> get_x()) && //left
(it_L -> get_x() <= it_R -> get_x() + BRICK_WIDTH) && //right
(it_L -> get_y() >= it_R -> get_y()) && //bottom
(it_L -> get_y()<= it_R -> get_y() + BRICK_HEIGHT) //top
) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
// if it has, fix position and reflect x velocity
it_L -> set_posx(-10);
// audio feedback
pad.tone(1000.0,0.1);
if(it_R-> hit() == true) {
it_R -> set_posx(-100);
dec_num_left();
}
}
}
}
}
bool BreakoutEngine::check_loss(Gamepad &pad)
{
Vector2D ball_pos = _ball.get_pos();
// paddle has scored
if (ball_pos.y > HEIGHT) {
_paddle.lose_life();
//lose_screen(); // go to loss screen then initialise again
_ball.init(_ball_size,_speed+_multiplier/2,_paddle.get_pos().x + (PADDLE_WIDTH/2));
pad.tone(1500.0,0.5);
return true;
} else {
return false;
}
}
void BreakoutEngine::print_scores(N5110 &lcd) //maybe add to oneless
{
// get scores from paddles
int score = _prev_score + (18 - get_num_left())*100 * _multiplier; //maybe add a previous score so the score carries over through victory screens. add hi score fix so restart restarts from 321
// also, add a multiplier of 2 for every contiue on victory
_score = score;
// print to LCD i
char buffer1[14];
sprintf(buffer1,"%2d",score);
lcd.printString("SCORE: ",2,0);
lcd.printString(buffer1,WIDTH/2 -2,0); // font is 8 wide, so leave 4 pixel gap from middle assuming two digits
}
int BreakoutEngine::get_lives()
{
return _paddle.get_lives();
}
int BreakoutEngine::get_prev_score()
{
return _prev_score;
}
void BreakoutEngine::set_prev_score(int prev_score)
{
_prev_score = prev_score;
}
int BreakoutEngine::get_num_left()
{
return _number_left;
}
void BreakoutEngine::dec_num_left()
{
_number_left -= 1;
}
void BreakoutEngine::reset_num_left()
{
_number_left = 18;
}
int BreakoutEngine::get_score()
{
return _score;
}
void BreakoutEngine::inc_mult()
{
_multiplier ++;
}
int BreakoutEngine::get_mult()
{
return _multiplier;
}
void BreakoutEngine::set_mult_one()
{
_multiplier = 1;
}
void BreakoutEngine::inc_index()
{
_index ++;
}
void BreakoutEngine::reset_index()
{
_index = 0;
}